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Old 27 January 2024, 22:17   #321
Aladin
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Thanks for the new generic slave workbench ks1.3 (2MoChip/2MoFast)
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Old 27 January 2024, 23:00   #322
Torti-the-Smurf
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@ Aladin
Thank you for the hundreds of Generic WHDLoad Packs, Aladin !

Those are always a great resource, if no specific WHDLoad is available.

Must have been a huge amount of work ! ; but are very appreciated .

Thanks & greez, Torti
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Old 27 January 2024, 23:50   #323
Calabazam
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Works great with that WHDLoad from Torti the Smurf.

Congrats for this enhanced game. Works great here on my A4000 68060, with a few graphic glitches. For sure a great improvement over the original Amiga game.


EDIT : is there a quitkey by the way?

Last edited by Calabazam; 28 January 2024 at 00:04.
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Old 28 January 2024, 00:45   #324
Torti-the-Smurf
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@ Calabazam

F10 is the default Quitkey; or you can specify another one.

You get the glitches on the ropes, in the Sodom Fight, right ? (second boss fight).
Also are the Names, when choosing a Continue, a bit glitchy.

Same thing happends when i run it "native" on AGA MIST FPGA,
but then its also way to fast

Thats why i made this Pack
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Old 28 January 2024, 02:52   #325
Xenon
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Outstanding work! Thanks very much

And thanks Torti the Smurf for the WHDLoad pack
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Old 28 January 2024, 03:40   #326
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nice job! I was trying it for a while tonight in 2p mode.. found a few bugs which not sure if already reported, but I will give you ways to reproduce and workarounds.

1) If 2nd player is not active and hitting fire to enable during game before the barrel breaking animation on first level, will disable player 1 controls... (workaround: wait for barrel animation to break before enabling 2nd player)

2) Selecting 3 to use DF0 and DF1 on Amiga 1200 with 2MB chip RAM will cause broken sprite for 2nd player when player turns left in game.. (this can be fixed with emulation giving more then 2MB chip RAM but this doesnt work with real Amigas, select use of DF0 only on startup should fix the problem on real Amigas since enabling DF1 uses some extra 30kb from chip mem) I can assume once optimized and uses less RAM this can be corrected.

3) if you press fire button on 2nd joystick during the intro screen, then player 2 is enabled on the title selection screen. but when game starts he is with 0 lives and very little health, although if you make it alive after first level it resets lives back to 2. (workaround #1: add player after starting game in 1p mode and allow barrel kick animation to complete before joining player 2. workaround #2 fight through with player 2 without losing a life on level 1)


Nut really bugs but maybe worth looking into:

Player selection screen doesnt allow player 2 to join when hitting fire... must be done only on previous screen (or during in-game after barrel kick startup animation).

Haggar special move destroys car in bonus round in less than 1 second.

Not a big deal. but often you can hit enemies spawning on the left while hitting on the far right of the screen.

When a player is left back and 2nd player is moving forward, the map scrolling is kinda choppy.

Some sprite animations may need correction example for Cody jump animation throws up hands for 2 frames during jump which is too fast and seems kinda unnatural, may need to keep them up towards the whole jump upward animation, but I'm saying this without comparing to arcade..


Overall its really fun to play and plays much better than the Amiga port by U.S. Gold.

Last edited by ztronzo; 28 January 2024 at 03:52.
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Old 28 January 2024, 08:22   #327
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First of all, thanks so much for this port!

I did play a bit and, as other guys mentioned, I did spot a few little bugs here and there but the game is already excellent and enjoyable.

I hope you will find the time to fix some things and to release a 1.1 version, such a great job deserves to be "decorated to perfection".
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Old 28 January 2024, 09:07   #328
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@Prototron

What a great achievement bringing a proper Final Fight to OCS!

Thank you so much for your work!
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Old 28 January 2024, 11:01   #329
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Fantastic!!! Very nice work!!!!
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Old 28 January 2024, 11:08   #330
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Tried yesterday on my A1200.
I had to disable Blizzard IV and enable Enhanced chipset from early boot menu.
Played a bit till the first boss (Damnd)
He is immortal when I use the pipe, but I can do damage by dropping him down.
Anyway great conversion, a few bugs isn't something bad.
Will try Smurfs install today.
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Old 28 January 2024, 12:16   #331
dlfrsilver
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awesome version. The best part is that in this version, the sprites moves adequately, the speedy gonzalez effect when they walk and run like in the original Amiga version is no more !.

Last edited by dlfrsilver; 28 January 2024 at 14:18.
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Old 28 January 2024, 12:33   #332
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A great port! Well done for the effort put in!

Bar a small graphical issue after selecting #3 and starting the level it plays very well indeed! (via floppy, didn't get it from file loading).

One request, can you make the selection screen for floppies controllable via joystick/pad, so it can be played sitting back on the sofa without needing to press the keyboard before starting.


Edit: also the 2P mode crashes on my AGA setup, so i added the killaga command on the cli, and now i still get small gfx error on the selection screen but at the least the 2P mode loads now!

Last edited by Amigajay; 28 January 2024 at 13:57.
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Old 28 January 2024, 12:47   #333
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Quote:
Originally Posted by Amigajay View Post
(...)
One request, can you make the selection screen for floppies controllable via joystick/pad, so it can be played sitting back on the sofa without needing to press the keyboard before starting.
yeah! +1 for this, it would be easier.
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Old 28 January 2024, 12:53   #334
franeti
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Quote:
Originally Posted by Torti-the-Smurf View Post
I made a Kickstart 1.3 Based WHDLoad Pack + Icon.
(Tested on MIST FPGA and WinUAE )

https://eab.abime.net/zone/FinalFightEnhancedWHD13.lha

Greetings, Torti

Do you know if its playable in a a1200 real hardware? Rom 3.1 or later…


Enviado desde mi iPhone utilizando Tapatalk Pro
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Old 28 January 2024, 13:02   #335
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Quote:
Originally Posted by franeti View Post
Do you know if its playable in a a1200 real hardware? Rom 3.1 or later…


Enviado desde mi iPhone utilizando Tapatalk Pro

Hi,


Yes The Torti WHDLoad version works on my Real A1200 GVP A1230 Turbo+II @40 MHz With 32 MB Fast KS & WB HYP 3.1.4.1
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Old 28 January 2024, 13:12   #336
VincentGR
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Do you know if its playable in a a1200 real hardware? Rom 3.1 or later…


Enviado desde mi iPhone utilizando Tapatalk Pro
With "best availabe" option disabled on early boot, and "enhanced" selected, yes on plain 1200. At least for me.

WHDLoad works on my Blizzard IV fine.
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Old 28 January 2024, 13:56   #337
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Thanks for your replies, works for me on Amiga 1200, 030. Just copy and play!

@Prototron there is missing movements, at least with Cody. When he jump he cant use in this version his knee to hit

Anyway very good job! Congrats!


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Old 28 January 2024, 14:02   #338
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[...]
Enviado desde mi iPhone utilizando Tapatalk Pro
https://eab.abime.net/faq.php?faq=ea..._eab_signature
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Old 28 January 2024, 16:47   #339
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YOU DID IT!
Someone actually did it!

Please, do you have some donations options? I wanna send you some funds for beers and pizza, and I encourage everyone that, if possible, to do it.
Unfortunately, my Paypal is empty, but I have some money on my Payoneer mastercard. How can I made a donation?

I have played it and enjoyed it very much.
You nailed the gameplay, and finally we have a proper brawler on the Amiga.
I am so happy I can't describe it.

Here is few stuff that I noticed, and that I think it shouldn't be hard to implement, to further polish it.
(please, don't consider them as requests, but just as suggestions (the game is already amazing)).

1) In the arcade, when you are hitting enemy with combo, and hold down, it will always grab opponent and throw it behind. In your version, you must hold back, for the same. Just make holding down is like holding back, when you hit combo.
2) One of the "trademarks" for Cody is not releasing knife when stabbing opponent (only releasing when throwing). This is why is said on the title screen he is good with the knife. Also, as some mentioned, we are missing the knee in the air move (but personally, that is not bothering me)
3) Make enemy blink after they die. I know it doesn't have anything to do with the gameplay, but it just look more polished, instead of just disappearing.
4) Please make possible keyboard remapping. Not every Amiga owner have joysticks with 2 buttons, so only option is keyboard, and possibility to remap would mean a lot.

Quote:
Originally Posted by Brick Nash View Post
I may do a "Making of" video depending on how well it's received , but if folk think it's crap (which is fine) then I'll just let it be.
That would be amazing.
You did a spectacular job, and I'd like to hear in the "making of" video, what would you do differently if you start all over again.

Man, I still can't believe we have proper brawler on the Amiga.
So much attempts, but someone finally did it.
I believe it requires incredible constant effort to finish it, and you managed to do it.
RESPECT!
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Old 28 January 2024, 17:14   #340
jotd
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Brick you could host your game on itch.io as I do for my games (also McGeezer & JoeJoe & others). You can give it away for free with optional Paypal donation (I suggest 5 or 10 euro for such a monument). Don't quit your day job, but it pays for pizza and all

Other requests:

- please fix the remaining bugs
- please make the source available on github. It would be too bad if you lost the source. Maybe someone will create an AGA version at some point.
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